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Mrs. K. Kelly |
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Math Strategies
Four
Square Problem Solving Method
1. Understand READ THE PROBLEM with feeling What is the question? (Restatement) What is your job? Underline / Cross out List Key facts
2. Plan Select a useful strategy: Draw a model/picture/diagram Make a table/pattern Use a formula/equation Work Backwartds SImpler Problem
Guess/Check/Revise
3.
SOLVE
4. CHECK Does your answer MU? Make sense Units are given
Powers of Ten
(Exponent tells you how many times you multiply ten by itself. Also tells the number of zeros.)
101 = 10 = 10
102 = 10 X 10 = 100
103 = 10 X 10 X 10 = 1000
104 = 10 X 10 X 10 X 10 = 10,000
105 = 10 X 10 X 10 X 10 X 10 = 100, 000
106 = 10 X 10 X 10 X 10 X 10 X 10 = 1, 000, 000
Decimal (Negative) Powers of Ten
(Exponent tells how many times you multiply 1/10 by itself and how many zeros including the ones place zero)
10-1 = 1 = 0.1 10
10-2 = 1 X 1 = 0.01 10 10
10-3 = 1 X 1 X 1 = 0.001 10 10 10
10-4 = 1 X 1 X 1 X 1 = 0.0001 10 10 10 10
10-5 = 1 X 1 X 1 X 1 X 1 = 0.00001 10 10 10 10 10
10-6 = 1 X 1 X 1 X 1 X 1 X 1 = 0.000001 10 10 10 10 10 10
Multiplying by Powers of Ten
When you multiply a number by a power of 10 (i.e. 10, 100, 1000, etc), the number becomes greater in value!
The digits or order do not change, just the position of the decimal point changes.
The decimal point moves to the RIGHT:
Give your Number Might (in other words, make it larger) Move the decimal to the Right
The number of ‘jumps’ that the decimal point makes = the number of 0s.
Multiplying by 10 makes the decimal point ‘jump’ one place to the right. Multiplying by 100 involves 2 ‘jumps’. Multiplying by 1000 involves 3 ‘jumps’.
It is often a good idea to add some 0s after the decimal point of your number so that it is easier to see where the decimal point can jump to.
For example 26.3=26.3000… 150.609=150.609000…
Also, if a number has NO decimal, add .00 to the end. 83 = 83.00
Look at these examples:
0.013 X 1000 = 13.0 1.24 X 10 = 12.4
Multiplying by Decimal Powers of Ten
*When you multiply a number by a decimal power of 10 (i.e. 0.1, 0.01, 0.001..), the number becomes less in value
The digits or order do not change, just the position of the decimal point changes.
The decimal point moves to the LEFT:
Make your number lessMove the decimal to the left
The number of ‘jumps’ that the decimal point makes = the number of decimal places.
Multiplying by 0.1 makes the decimal point ‘jump’ one place to the left. Multiplying by 0.01 involves 2 ‘jumps’. Multiplying by 0.001 involves 3 ‘jumps’.
It is often a good idea to add some 0s before the decimal point of your number so that it is easier to see where the decimal point can jump to.
For example 2.63=002.63 50.609=0050.609
Also, if a number has NO decimal, add .00 to the end.
83 = 83.00
Check out these:
1.3 X 0.01 = 0.013 124 X 0.1 = 124.0 X 0.1 = 12.4 or 12.40
Landmarks
MEAN: also called the average ADD all numbers, DIVIDE the SUM by the number of numbers you added.
(Hint: It’s MEAN to make us average the numbers by adding and dividing!!)
MODE: the number that appears the MOST Find which number is repeated the MOST times
MEDIAN: the MIDDLE number LINE UP numbers in order, cross out from both ends If two numbers are in the middle, average them (see MEAN)
RANGE: the difference between Maximum- Minimum the high and low number
Probability:
1. Know how to find probability:
What you want to get = successful outcomes
What is possible to get = possible outcomes
Example: I want to get an even number from a roll of the number cube.
The even numbers on a number cube are 2, 4, 6.
I have three choices that I want to get. (successful outcomes) This number goes on top.
There are 6 different possible choices on the number cube: 1, 2, 3, 4, 5, 6 (possible outcomes) This number goes on the bottom.
3 We read this as 3 out of 6. It is also 1 out of 2 because I can simplify to 1/2.
6
2. A game is fair is the probability is the SAME!
A game is unfair if the probability is different!
Getting an odd number is 3 / 6. Getting an even number is 3 / 6. They are fair.
Getting a number more than 5 is 1 / 6. Getting a number less than 3 is 2 / 6. Unfair!
3. Fundamental Counting Principal:
Choice 1 * Choice 2 * Choice 3
Three choices for pizza: small or large size, thin or thick crust, peppers, onions or cheese 2 * 2 * 3 = 12 choices
Graphs
Bar graphs: use when data can be counted and you want to make comparisons
Circle graphs: use when you want to show data as a part of the whole
Pictographs: use when data are multiples of a number (5, 10, 15, 20, 25...)
Great site for making your own graphs!
http://nces.ed.gov/nceskids/createagraph/
If you want to practice with percents on circle graphs, try this site: http://www.shodor.org/interactivate/activities/CircleGraph/
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